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Hey Bro, you're absolutely right, the function that updated the stats was being called twice due to redundancy (my mistake for leaving a function from when I was testing). The function has been adjusted and the problem solved. Thanks for pointing out the flaw and for the tests that helped with the accurate diagnosis.

Regarding the confirmation window, I moved its code to the end of the creation list, so it's created last, and I set the z-index over 8000, so it should be on top of everything.

I also adjusted the parameter configuration to use the names from your database. Unfortunately, it's not possible to use icons by changing them with \I[46], but I'll study how to implement it. However, due to the space in the HUD, it might not be feasible. I wanted to, but that forces us to abbreviate the status parameter names even further.

The only thing I'll have to add is a window with descriptions and supplementary text for the nodes:

- I need to configure the display of this to work on an already loaded screen. With a lot of information.

- I need to modify the Skilltree Editor Tool to correctly create all the JSON logic with this information.

This improvement will be included in the next major update I make to the plugin, and unfortunately I don't have a date or a near-term timeframe for that.

In any case, I greatly appreciate all the suggestions, thank you for dedicating your time to improving the functionality of this plugin, I am truly grateful.

If you need anything, you can count on me!

Hey bro,

You’re already doing an amazing job, so no worries at all about how long any of this might take , there’s absolutely no rush. I really appreciate the care and attention you put into the plugin.

About the icons, that was just an extra idea. You’re totally right that the interface might be too small for them, so it’s definitely not necessary to implement that part.

Thanks again for everything you’re doing, and best of luck with all your current and future projects. Keep it up , your work is truly appreciated!

If I come across any more issues or have further suggestions to improve the plugin, I’ll be happy to let you know, if that’s okay with you.

I wanted to let you know that the window issue is still present, and I apologize for not being more precise before.

The window works correctly when there is no background. However, as soon as a background is set on the right column (where the visual skill tree is displayed), the confirmation window does not appear when pressing the button. If the background opacity is reduced, the window starts to become visible, which shows that it’s being rendered behind the background instead of on top of everything.

That’s the exact issue I’m seeing.

Sorry again for the confusion earlier, and thanks as always for your time and support.

Okay, I got it now. I'll address this issue and release an update with the fix in the next few days. I apologize for the problem persisting. I'll run some tests to reproduce the behavior you described, and I believe it will be something simple.

But once again, thank you very much for your time testing and suggesting improvements to the tool. I'm very grateful!

Hey Shat, how's it going?

So, I finally found some time to analyze the problem you reported. The function that drew the menus was being called on confirmation of a node acquisition (to draw the confirmation popup). The problem was that it was drawing the background on top.

It's fixed now. It was a very subtle change, so I won't release a devlog.

Please download the JS file again. Thanks again for the diagnostics and all the suggestions. Let me know if you need anything else.

Yo,

I just thought of something that could be really useful.

In addition to requiring the previous node to be unlocked in order to access the connected ones, it could be great to have an optional requirement based on a Switch being ON. This would allow the creation of perks that remain locked until the player unlocks them through gameplay conditions , for example, reaching a certain point in the story.

I think this would give developers much more control over progression and would be useful in many different scenarios. Let me know what you think when you have time.

I found the suggestion brilliant. There are some gameplay design choices I'll have to make, for example: if a switch is needed for a node, do I need the switch activated to unlock the node, or can I unlock it without the switch activated but the ability only becomes available after the switch is activated?

Personally, the first scenario makes more technical sense to me, and I think it's easier to implement as well.

But where your idea really shines is in the possibility of building a skill tree with invisible nodes that only appear when you have a switch activated. This allows access to special abilities related to the story.

As I said, I found the idea brilliant; it's noted down, along with your previous suggestions, to be put into development.

Thank you so much, you're amazing!